hl2_src-leak-2017/src/materialsystem/stdshaders/morphaccumulate_dx9.cpp

109 lines
3.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "morphaccumulate_vs30.inc"
#include "morphaccumulate_ps30.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( MorphAccumulate, MorphAccumulate_DX9 )
BEGIN_VS_SHADER_FLAGS( MorphAccumulate_DX9, "Help for MorphAccumulate", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( DELTA, SHADER_PARAM_TYPE_TEXTURE, "", "position/normal deltas" )
SHADER_PARAM( SIDESPEED, SHADER_PARAM_TYPE_TEXTURE, "", "side/speed map" )
SHADER_PARAM( DIMENSIONS, SHADER_PARAM_TYPE_VEC3, "", "delta dimensions" )
SHADER_PARAM( DELTASCALE, SHADER_PARAM_TYPE_FLOAT, "", "delta scale" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
LoadTexture( DELTA );
LoadTexture( SIDESPEED );
}
SHADER_DRAW
{
bool bUseConstantBasedAccum = ( g_pHardwareConfig->NumVertexShaderConstants() >= VERTEX_SHADER_FLEX_WEIGHTS + VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT );
SHADOW_STATE
{
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
pShaderShadow->EnableBlendingSeparateAlpha( true );
pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableCulling( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
DECLARE_STATIC_VERTEX_SHADER( morphaccumulate_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum );
SET_STATIC_VERTEX_SHADER( morphaccumulate_vs30 );
DECLARE_STATIC_PIXEL_SHADER( morphaccumulate_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum );
SET_STATIC_PIXEL_SHADER( morphaccumulate_ps30 );
// NOTE: Color indicates where in the morph accumulator to render into
// Texcoord0 is the texcoord to read from in the source morph texture
// Texcoord1 indicates the strength of the morph target
int pTexCoord[2] = { 4, 1 };
pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, DELTA );
BindTexture( SHADER_SAMPLER1, SIDESPEED );
if ( !bUseConstantBasedAccum )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_MORPH_WEIGHTS );
int nXOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_X_OFFSET );
int nYOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_Y_OFFSET );
int nSubrectWidth = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_WIDTH );
int nSubrectHeight = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_HEIGHT );
float pMorphWeightSubrect[4] = { nXOffset, nYOffset, nSubrectWidth, nSubrectHeight };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, pMorphWeightSubrect );
int nWidth, nHeight;
pShaderAPI->GetStandardTextureDimensions( &nWidth, &nHeight, TEXTURE_MORPH_WEIGHTS );
float pMorphWeightDim[4] = { nWidth, nHeight, 0, 0 };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, pMorphWeightDim );
}
SetPixelShaderConstant( 0, DELTASCALE );
DECLARE_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 );
SET_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 );
SET_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 );
}
Draw();
}
END_SHADER